﻿using UnityEngine;
using System.Collections;
using System.IO;

public class stUpdateInfo
{
    bool m_process;
    string m_message;
    int m_now;
    int m_total;  //总文件数

    int m_nowCurFile; //一个文件的当前字节
    int m_totalCurFile; //一个文件的总字节数

    stUpdateInfo()
    {
        clean();
    }

    void clean()
    {
        m_process = true;
        m_now = 0;
        m_total = 0;
        m_nowCurFile = 0;
        m_totalCurFile = 0;
        m_message = null;
    }
}

public class ArchiveManager
{
    public const string UpdateFinishTag = "OK";
    private string m_base;
    public void init()
    {
#if UNITY_ANDORID || UNITY_IPHONE || UNITY_STANDALONE_WIN
        m_base = Application.persistentDataPath;
#elif UNITY_EDITOR
        m_base = Application.dataPath;
#endif
        Tools.FileManager.createDirectory(m_base + "/archive");
    }

    bool updateAll()
    {
        return true;
    }

    void updateAllAsync(string configerver, bool uselocal)
    {

    }
}
